Feat Descriptions

Combat Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.

The following format is used for all feat descriptions.

Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.

Prerequisite: A minimum ability score, another feat or feats, a minimum BAB, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

For the purpose of class features (such as a ranger’s combat style, a barbarian’sfast movement, or a magus’s spellcasting), you treat Gray Maiden plate as medium armor or heavy armor, whichever is more beneficial to a given ability. This does not affect the armor’s statistics, and it is still considered heavy armor for all other purposes.

Choose one weapon with which you have the Weapon Focus feat. When you strike an opponent that has a chance of negating critical hits or sneak attacks, such as from the fortification armor special ability, reduce that chance by 25%. Treat creatures that are normally immune to critical hits and sneak attacks as instead having a 75% chance to negate the critical hit or sneak attack, taking only the attack’s normal damage

Grant adjacent allies +2 dodge bonus to AC against single adjacent opponent’s next melee attack (as long as that attack comes before the beginning of your next turn), but you take –2 AC against that opponent until your next turn.

1/rnd when using Archon Style, if have at least one hand free, divert 1 melee weapon attack that would have struck an adjacent ally and take the hit instead, using your own AC to determine whether the attack hits (see text for more details.)

Take no penalty to AC when using Archon Style and can spend a swift action instead of a move action to use this ability. Whenever you take damage from using Archon Diversion to divert an opponent’s attack toward yourself, any allies threatening your opponent can make an AOO against the diverted opponent.

The armor check penalty of the selected armor decreases by 1 (to a minimum of 0). You also use your character level in place of your base attack bonus for the purpose of armor mastery feat prerequisites.

Choose one Dexterity – or Strength-based skill in which you possess at least 3 ranks. When you attempt a check for the chosen skill, your armor check penalty on that check for wearing light or medium armor is reduced by 3 (to a minimum of 0). If you have 10 or more ranks in the skill, the penalty is instead reduced by 6 (to a minimum of 0). If you have armor training 2 and are proficient with heavy armor, this benefit also applies to armor check penalties for wearing heavy armor.

You can use the chosen melee weapon with any class ability that can be used with an unarmed strike, such as an unchained monk’s style strike ability. In addition, you are treated as a monk with a level equal to your character level for the purpose of determining the number of times per day that you can use feats with uses per day that depend upon your monk level, such as the Stunning Fist or Perfect Strike feats.

You can use the unarmed strike damage of a monk 4 levels lower than your character level (minimum 1st) instead of the base damage for the chosen weapon. Ascetic Strike functions in all other ways as the brawler’sclose weapon mastery class feature.

You can apply your Strength modifier instead of your Charisma modifier to performance combat checks. In addition, when you spend a swift action to attempt a performance combat check that was triggered by a successful bull rush or sundercombat maneuver check, you gain a +2 bonus on the performance combat check. For every 5 points by which your attack exceeded your opponent’s CMD, this bonus increases by 2.

As a standard action, you can perform the awesome throw combat maneuver. You do this by making a thrown weapon attack; if you don’t have the Throw Anything feat, you must use a large, bulky, and relatively regular-shaped object with a hardness of at least 5 (such as a rock or treasure chest). If that attack hits a corporeal opponent smaller than you, the opponent takes damage and is knocked away, flying 10 feet in a straight line away from you and falling prone. If an obstacle prevents the completion of your target’s move, the target and the obstacle each take 1d6 points of damage, and the target is knocked prone in a space adjacent to the obstacle.

When you use Scorching Weapons, on your turn as a free action, you may create an aura of heat that lasts for 1 round. This aura deals 1d6 points of fire damage to any creature that begins its turn adjacent to you.

While you are using this style, you gain a number of benefits whenever you are blinded or unable to see (including when you wear a blindfold or close your eyes). Under such circumstances, you do not take any penalties on Strength– or Dexterity-based skill checks due to blindness. In addition, you gain a +4 bonus on hearing- and smell-based Perception checks and gain the scent special ability with a range of 10 feet; if you already have scent, the range of your scent ability increases by 10 feet instead. Having this feat counts as having 10 ranks in Perception for the purpose of satisfying the prerequisites of the Improved Blind-Fight feat, as well as any feat that lists Improved Blind-Fight as a prerequisite.

While you are using Blinded Blade Style and you are blinded or unable to see, you do not need to succeed at Perception checks to pinpoint the location of creatures within reach of your melee weapon, or your unmodified reach if you are not wielding a melee weapon. This ability functions like blindsense, except creatures you cannot see do not gain total concealment against you. Having this feat counts as having 15 ranks in Perception for the purpose of satisfying the prerequisites of the Greater Blind-Fight feat, as well as any feat that lists Greater Blind-Fight as a prerequisite.

Whenever an enemy unsuccessfully attempts to counter or dispel your daylight spell-like ability, it must succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Charisma modifier) or become blinded for 1 round as its mind is overwhelmed with celestial light. This is a supernatural mind-affecting effect.

Increase the damage of your beak attack to 1d6. Furthermore, when you confirm a critical hit with your beak attack, you also deal 1 point of bleed damage. The bleed effect from this feat stacks with that of the Bleeding Critical feat and similar effects, adding 1 point to your bleed damage.

Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you.

While using this style, you gain a +4 bonus feats on combat maneuver checks to overrun an opponent. Any magic ability or material that reduces your armor check penalty also reduces the bonus you gain for this style.

-C-

As a standard action, you can make an Intimidate check against a hostile target within 30 feet that can clearly see and hear you. The DC of this check is equal to 10 + your opponent’s Hit Dice + its Wisdom modifier. If the target is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. If you succeed at this check, the target enters a duel with you. The target cannot withdraw from the duel for 1 round + 1 round for every 5 by which the check beat the DC.

When you are adjacent to a foe, as a full-round action, you can take a full-attack action to make melee attacks against the foe, moving 5 ft. before each attack. You must move 5 ft. before each melee attack you make, and can’t exceed your maximum speed, exceed your maximum number of attacks in a round, or attack any other target until the beginning of your next turn.

When using Cleave or Great Cleave, if your initial attack hits, you may take a single 5-foot step as a free action before making your additional attacks. If doing so places a creature within your threatened area, that creature becomes a legal target for your additional Cleave attack(s) as long as it meets all the other prerequisites.

Choose one light melee weapon. While using this style, whenever you use the attack action to attack an opponent during a surprise round with your chosen weapon, you can attempt a dirty trickcombat maneuver check against that opponent as a free action. Additionally, if an adjacent target attempts to remove a condition that you inflicted upon it with the dirty trickcombat maneuver, it provokes an AOO from you.

When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls; this benefit stacks with Dented Helm. When you use Dented Helm to deflect a critical hit, you may apply all damage from the critical hit to your helmet before applying any damage to yourself. If you take no damage, any additional effects, such as critical feats or poison, are negated.

When you and at least one ally with this feat threaten the same enemy, the enemy treats the DC to cast spells defensively as 2 higher for each threatening character with this feat. If you or your allies are incapable of taking an AOO against the target for any reason, the effects of this feat do not apply.

When you confirm a critical hit with a slashing or bludgeoning weapon, you may cast dismissal or banishment on that target as an immediate action, and the target takes a –4 penalty on its Will save to resist the spell’s effect. You must have dismissal or banishment prepared or otherwise available to cast, and using this ability casts the corresponding spell.

When you confirm a critical hit against a target while using Arcane Strike or with a weapon enhanced by your arcane pool, if the target was summoned by a spell you identified using a Spellcraft check, it must succeed at a Will save (DC = 10 + 1/2 your character level + your Intelligence modifier) or be sent back to its home plane as per the dismissal spell.

Once per day, you can spend 1 hour practicing maneuvers to gain one single critical feat that you meet the prerequisites for. You gain the benefits of the chosen critical feat until you choose to practice a different critical feat.

You gain a +2 competence bonus to your CMD when an enemy uses Acrobatics to move through a square you threaten. For each ally within your reach that also has this feat, the bonus increases by an additional 2.

When you hit with a charge attack to deal nonlethal damage while using this style, your weapon deals damage as if it were one size category larger than it actually is. If you have the ability to make more than one attack on a charge, this increase applies only to your first attack.

When you hit with a charge attack using the Cudgeler Style feat, your weapon deals damage as though it were one size category larger for 1 round or until it leaves your hand. When you successfully trip an opponent with the Cudgeler Sweep feat, your opponent must succeed at a Fortitude save (DC = 10 + your character level + your Strength modifier) or be stunned for 1 round.

-D-

When wielding a spiked chain one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The spiked chain must be one appropriate for your size. During your turn, you treat your reach with the spiked chain as 5 feet greater. You lose these benefits while fighting with multiple weapons or when using a shield (but not when using a buckler).

You have learned to leverage a grappling creature’s weight against it. While you’re grappled, attacks you make against the grappler using armor spikes, a light or one-handed weapon, a natural weapon, or an unarmed strike deal damage as if the strike or weapon were one size category larger than it actually is.

To use this feat, you must use a whip (or another weapon in the flails fighter weapon group) to attack a foe demoralized by an Intimidate check. If the attack hits, you extend the duration the creature is shaken by 1 round. This feat has no effect on creatures whose shaken conditions are from sources other than Intimidate checks.

When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls. When a critical hit is confirmed against you, as an immediate action, you can apply half of the damage from the attack to your helmet rather than yourself, applying hardness as normal. If the damage destroys your helmet, any leftover damage is applied to you. After using this feat, you are staggered until the end of your next turn. You may not use this feat if your helmet has the broken condition or the attack ignores armor bonuses to AC.

Once per day, you can make a single melee attack while taking the total defense action. You take a –4 penalty on attack rolls when making this attack. You also gain a +4 bonus on critical confirmation rolls made while fighting defensively or making an AOO using this feat.

If a summoned or called creature materializes in a space you threaten, you can make an AOO against that creature before it acts, gaining a +2 circumstance bonus on the attack roll if you successfully identified the spell used to summon or call that creature.

When you use Dimensional Awareness to make an AOO against a creature being summoned or called into a square you threaten, you can additionally use an immediate action to attempt to send the creature back to its home plane. Attempt a Spellcraft check (DC = 15 + the creature’s CR [minimum 1] + the spell level of the spell that summoned the creature). If you succeed, the creature does not get to act and is immediately sent back to its home plane.

You gain a +2 bonus on saving throws against divine spells and effects and abilities from outsiders. If you must attempt a saving throw against a divine spell, you gain a +1 bonus on attack rolls against the creature that cast the spell.

You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word “elven” in its name). You receive a +2 bonus to your CMD against disarm and sunder maneuvers directed at one of these weapons you are wielding. In addition, if you are wielding one of these melee weapons, you may make an additional AOO each round (this bonus stacks with Combat Reflexes).

When you wield a ranged weapon that you are proficient with and that has a strength rating, add 2 to the weapon’s strength rating. You don’t take a penalty on attack rolls for having a Strength modifier lower than the strength rating of a weapon, provided you’re proficient with that weapon.

You can take a standard action to cover a weapon in decomposing waste, slimy filth, or other virulent agent. The next attack with that weapon that succeeds against a foe exposes the target to filth fever. If the attack is a critical hit, the filth fever has an onset time of 1 round, and a save DC equal to 10 + 1/2 your base attack bonus + your Intelligence modifier.

As a swift action, you can imbue a weapon you wield with spiritual energies for 1 round. An imbued weapon damages incorporeal creatures as though it were magical. If the imbued weapon has an enhancement bonus of +2 or greater, it functions as a ghost touch weapon.

If you successfully use the aid another action to give an ally who also has this feat a +2 bonus to AC against an opponent’s next attack, the ally is also not considered flanked or flat-footed against that opponent until the beginning of your next turn.

Your animal companion, cohort, eidolon, familiar, or mount doesn’t count as threatening your opponent for the purposes of feats that require you to be the only character threatening a target. Allies with Hit Dice equal to or less than 1/2 your own Hit Dice don’t count as threatening opponents for the purposes of such feats.

Your bonus to confirm critical hits against opponents larger than yourself improves to +2. Furthermore, once per day, after you fail to hit with a critical hit confirmation roll, you can reroll the confirmation roll, but must take the new result even if it is worse.

When you successfully parry a foe’s melee attack (with a dueling parry or the parry class feature), your next melee attack against the target does not allow the enemy to apply its Dexterity bonus to AC (if any). This attack must be made before the end of your next turn.

Your bonus on saves against fire attacks and spells with the fire descriptor or light descriptor increases to +4. When you use Scorching Weapons, the affected weapons deal an additional 1d6 points of fire damage instead of 1, and when you are grappling, you deal this damage to your grappling opponent on your turn.

When an opponent charges you, you gain a +4 dodge bonus to your AC. If the charger’s attack roll misses you and his movement ends while he is adjacent to you, you can switch places with the opponent as an immediate action, and he is considered to be flanked by you until the end of your next turn. You can’t use the benefits of Juke if you ready an action to set a weapon with the brace special quality against a charging foe.

When you succeed at a grapple check while using this style, your opponent takes an amount of bludgeoning damage equal to your Wisdom modifier in addition to any damage your grapple deals, such as when you choose to harm your opponent as part of a successful check to maintain a grapple. In addition, you gain a +2 bonus on combat maneuver checks to maintain a grapple.

The damage you deal with the Kraken Style feat on a successful grapplecombat maneuver check increases to an amount equal to your Wisdom modifier + 4. While using this style, you can crush your opponent when you successfully maintain a grapple instead of choking, damaging, moving, pinning, or tying up your opponent.

While making a ranged attack, you can ignore any cover bonuses to AC, including total cover, unless the target also has cover from above, such as a roof or forest canopy. When using this feat, treat your target as if it were one range increment farther away. You can’t use this feat unless you have headroom equal to at least half the attack’s range.

Whenever you and two or more allies threaten an opponent, you can choose to forgo your flanking bonus to grant each of your allies a +1 flanking bonus on their attack rolls against the threatened creature. This bonus stacks with any flanking bonuses your allies might already have.

If you are the only character threatening an opponent and that opponent uses a combat feat (including taking an action that benefits from a combat feat, or gaining any bonus to AC, attack rolls, damage rolls, or saving throws from a combat feat), you can take an immediate action to gain the benefit of that feat until the end of your next turn. You must meet all the feat’s prerequisites. If a feat has a daily use limitation, as does Stunning Fist, any uses of that feat while you’re using Mirror Move count toward that feat’s daily limit for you. You can use Mirror Move 1/day for every 4 levels you have attained.

While using a tower shield, you add half of the shield’s bonus to AC (including its enhancement bonus) to your touch AC and take only a –1 penalty on attack rolls because of the shield’s encumbrance. While using Mobile Bulwark Style, whenever you would use a tower shield to gain total cover, you also grant any adjacent ally total cover against attacks passing through the selected edge of your space.

While using a tower shield, you do not suffer a penalty on attack rolls because of the shield’s encumbrance. While using Mobile Bulwark Style, whenever you use a tower shield to gain total cover, you also gain partial cover (and grant partial cover to adjacent allies) against spells passing through the selected edge of your space. Also, while using this style, you can gain total cover against a single attack made against you as an immediate or swift action.

As a standard action when in urban or subterranean terrain, you can scoop filth, sewage, mud, or similar grime off a nearby surface and hurl it at a foe as a ranged touch attack with a range increment of 5 feet. If the attack hits, you can immediately attempt a dirty trick combat maneuver against the target as a free action; this dirty trick can be used only to blind the target. As a ranged touch attack, this action provokes attacks of opportunity, even if your dirty trick attempts normally wouldn’t provoke such attacks (such as via the Improved Dirty TrickAPG feat).

-O-

When you successfully use the aid another action to improve the next attack roll against an opponent by an ally who also has this feat, that attack also ignores any Armor Class bonus granted by the opponent’s shield. This benefit affects only physical shields, not shield bonuses from spells or other sources.

Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the AOO). This does not allow you to take more than one AOO against a creature for a given action.

If you are the only character threatening an opponent, you can treat solid, immovable objects that occupy a square (such as columns, tree trunks, and walls) and are adjacent to that opponent as allies threatening the opponent when determining whether you flank the foe.

As a full-round action, you may make a single attack against a target. If the attack hits and deals damage to the target, all of your allies with this feat ignore up to 5 points of damage reduction against the same target for 1 round. This feat does not apply to damage reduction without a type (such as DR 10/—).

You can cause either coma, memory loss, or great pain (chosen before the quivering palm’s attack roll is made) to an opponent instead of killing it when you affect it with your quivering palm, as long as you do so within a number of days equal to your monk level.

You gain a +1 dodge bonus against attacks made by creatures at least two size categories smaller than yourself, and gain a +1 bonus to attack and damage rolls against such creatures. Additionally, you take only half damage from swarm attacks, and as a full-round action can make a single attack with a natural or bludgeoning weapon against an adjacent swarm. If the attack hits, you deal half damage to the target, even if the swarm is small enough to normally be immune to such attacks.

Take a –1 penalty to AC and gain a +2 competence bonus on attack roll with a ranged attack against opponent engaged in melee. If you roll a natural 1 the attack, you hit a random adjacent creature threatening the target instead.

Once per turn, when an opponent only you threaten fails an attack against you, you can redirect the attack to target another foe. The new target must be adjacent to you and within reach of the opponent that missed you. Attempt a combat maneuver check; if the result exceeds both the Combat Maneuver Defense of the opponent who missed you and the Armor Class of the new target, the attack strikes and deals its normal damage.

Whenever you sunder a held object, its bearer must succeed at a Reflex saving throw or the bearer catches on fire (taking 1d6 points of fire damage immediately, and an additional 1d6 points of fire damage each subsequent round the creature fails a Reflex saving throw). When your total Hit Dice reach 5, this damage increases by 1d6, and it increases by 1d6 every 5 levels thereafter, to a maximum of 5d6 at 20th level. The saving throw’s DC is equal to 10 + 1/2 your HD + your Charisma modifier.

As a move action, you can leave a gap in your defenses for one adjacent opponent to use. If the opponent attacks you on its next turn, it gains a +4 bonus on its attack roll. Whether or not the opponent successfully hits, you may attack it as an immediate action with a single melee attack, gaining a +2 bonus on your attack roll.

You can choose to take a –1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When your BAB reaches +4 and every four levels thereafter, the damage increases by 2. The bonus damage is multiplied in the case of a critical hit. You can only choose to use this feat when you declare that you are making an attack action or a full-attack action with a melee weapon. The effects last until your next turn.

You gain a +2 bonus on saving throws against fire attacks and spells with the fire descriptor or light descriptor. As a swift action, you can make up to two held manufactured metallic weapons become red-hot for 1 round, dealing 1 additional point of fire damage with a successful hit. This does not stack with other effects that add fire damage to weapons, such as the flaming weapon special ability.

When you make a successful melee attack against a swimming target, as a free action you can attempt to knock the target off balance. Treat this as a tripcombat maneuver. If you succeed, the target is considered off balance (see Table: Combat Adjustments Underwater) until it recovers its balance, usually by making a Swim check on its turn. This feat has no effect on creatures with a swim speed, those using magic such as freedom of movement, and creatures that can’t be tripped.

When you spend a swift action to attempt a performance combat check, you gain a +2 bonus on your performance combat check, and if you are shaken, sickened, or fatigued, these conditions are suppressed until the end of your next turn.

As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power. You may use this feat once per day, plus one additional time per day for every 5 points by which your BAB exceeds +10.

When using this style, if you begin your turn wearing a gauntlet or spiked gauntlet on your off hand, and you are not using that hand to hold or make attacks with any other weapons or shield, you gain a +1 shield bonus to AC. You lose this shield bonus whenever you attack with your gauntlet or hold a weapon or shield in that hand. While receiving this shield bonus to AC, your gauntlet or spiked gauntlet is treated as a buckler for the purpose of using other feats and abilities (though you are also considered to have a free hand). This feat acts as the Improved Unarmed Strike feat for the purpose of satisfying the prerequisites of the Deflect Arrows and Snatch Arrows feats.

You can use a two-handed weapon sized appropriately for you from the polearm or spears weapon group while also using a light, heavy, or tower shield with which you are proficient. The shield’s armor check penalty (if any) applies to attacks made with the weapon.

You reduce the armor check penalty for tower shields by 3, and if you have the armor training class feature, you modify the armor check penalty and maximum Dexterity bonus of tower shields as if they were armor.

You still gain a buckler’s bonus to AC even if you use your shield hand for some other purpose. When you wield a buckler, your shield hand is considered free for the purposes of casting spells, wielding weapons, and using any other abilities that require you to have a free hand or interact with your shield, such as the swashbuckler’s precise strike deed or the Weapon Finesse feat.

As a full-round action, you can shrug yourself into the largest and most protective section of a suit of armor with which you are proficient. The armor does not grant any magical benefits in this state, and its armor check penalty and maximum Dexterity bonus to AC are both 2 worse than normal. When donned using this feat, medium armor grants a +3 armor bonus, and heavy armor grants a +5 armor bonus. Light armor grants no armor bonus when donned using this feat.

3/day after being targeted by a smite attack, immediately make an AOO against the attacker with a bonus on this attack roll equal to your Cha bonus and a bonus to damage equal to your character level. This AOO ignores all damage reduction the creature possesses.

Whenever you use the attack action against a creature that is possessed, both the creature and any creature possessing it are damaged by your attack (the amount of damage includes your weapon’s damage dice, your Strength modifier, weapon special abilities, and so on). The possessing creature can attempt a Will save (DC = 10 + 1/2 your base attack bonus + your Charisma modifier) to halve the damage. Damage Reduction applies normally against this attack, but incorporeal creatures take full damage from this attack as if they were corporeal.

If using this style during any round in which you take a move action to move 10 or more feet, you gain a +2 bonus on weapon attack rolls until the start of your next turn. While using this style, you gain the AC bonus feats from Mobility against attacks of opportunity provoked by making a ranged attack or loading a ranged weapon.

If you are the only character threatening an opponent and you successfully attack the opponent with a two-handed melee weapon, for each size category larger than you that opponent is, you gain a +2 bonus on your melee damage roll.

When an adjacent ally with this feat moves, you can move up to your speed as an immediate action, as long as your movement ends adjacent to that ally. If you do so, you are staggered on your next turn. This movement provokes attacks of opportunity as normal.

Add +1 to the saving throw DC against your Stunning Fist attacks. This bonus does not stack with feats that grant you bonuses to the DC for saving throws against your Stunning Fist attacks, such as Mantis Style.

Whenever you are adjacent to an ally who also has this feat, you can move into your ally’s square as part of normal movement. At the same time, your ally moves into your previous space as an immediate action. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an AOO from this movement, but you provoke as normal. This movement does not count against your ally’s movement on his next turn.

When you make a dueling dodge while wearing a cloak, you gain evasion (as the rogue ability). If a critical hit or sneak attack is scored on you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This feat only applies until the attack that triggered the immediate action is resolved. This feat does not stack with the fortification armor special ability or similar effects.

You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap attack with a kobold tail attachment. For the purpose of weapon feats, you are considered proficient with all kobold tail attachments.

When you successfully make an Acrobatics check to avoid provoking an AOO from a larger opponent when you move through its threatened area or its space, you can make that opponent lose its balance until the end of its next turn as a free action. While that creature’s balance is lost, if it attempts to move, it must make a successful DC 15 Acrobatics check or fall prone, wasting the move action. You can only affect one creature with this effect each round.

As a standard action, you spur an ally, who must have fewer Hit Dice than yourself, to reckless effort. For 1 minute, the ally gains a +1 morale bonus on attack rolls, weapon damage rolls, and Will saves against mind-affecting effects. However, the ally also takes a –2 penalty to AC and on skill checks. To affect an unwilling ally, you must succeed at an Intimidate check with the same DC used to demoralize your ally.

You receive a +2 bonus on combat maneuver checks against creatures wielding exotic weapons, firearms, or technological weapons. You also receive a +2 bonus to your CMD whenever an opponent attempts any combat maneuver against you while wielding such a weapon. You gain these bonuses only if you are not wielding an exotic weapon, firearm, or technological weapon.

You gain a +2 bonus to your CMD against all trip attacks. If your square has a branch or other sturdy large object that you could hang from, as a swift action you may make a DC 15 Acrobatics check to jump upward and use your tail to hang from that object. While hanging, you can’t be tripped, you ignore the effects of difficult terrain in your square, and you gain a +2 bonus to your CMD against bull rush, drag, and reposition attacks. If you leave that square (including if you are moved against your will), you lose your grip on the object and are no longer hanging. While hanging, you cannot use your tail for anything else.

You can shield bash with a buckler as if it were a light shield, and you can use the buckler in conjunction with any feats or abilities that normally apply to light shields. While using this style, whenever you successfully deal damage to an opponent with a shield bash using your buckler, that opponent takes a –2 penalty on all attack rolls made against you until the start of your next turn.

While using Upsetting Shield Style, the penalty on attack rolls foes take for being hit by your shield bash attack applies to their attacks against any target. If an adjacent foe taking this penalty makes an attack roll against any target and misses the target’s AC by 5 or more, that foe provokes an AOO from you. You can only make one AOO against an opponent as a result of this feat or Upsetting Strike each round.

-V-

While using this style, when an adjacent ally is required to make a Reflex saving throw, you can expend a use of an AOO to attempt the aid another action to improve your ally’s Reflex save. Your ally gains a +2 bonus to all Reflex saves while adjacent to you until the beginning of your next turn.

You gain a +1 bonus on ranged attack rolls for each ally with this feat who made a ranged attack since the end of your last turn against a target within 15 feet of your target, to a maximum of +4. These allies don’t provide cover against your attacks.

-W to Z-

As a standard action, you can make a ranged touch attack using a ranged weapon with which you have Weapon Focus. If successful, instead of dealing damage or applying any other effects of the attack, you may attempt an Intimidate check to demoralize the target as a free action. The target doesn’t need to be within 30 feet, nor does it need to be able to see or hear you.

When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action.

In areas of strong or severe wind or when affected by wind effects or spells that penalize ranged attacks, you take only half the ranged attack penalty. You can make ranged attacks in windstorm-level winds at a –4 penalty.